Showing Posts For Valento.9852:

utility skill: instantly refresh attunements

in Elementalist

Posted by: Valento.9852

Valento.9852

Well, Renewed Focus does this so I don’t think this would be broken as an elite, as long as it gives us something else. Maybe a Signet? Anyone remember the leaked/rumour Signet of Arcana which never came to be?

Attempts at ele specs:
Shaman
Conjurer

Voice Function for SPVP

in PvP

Posted by: Valento.9852

Valento.9852

I’m new to pvp and so far I’ve read more harsh comments than tips on how to improve. Not sure how it would be to hear such harsh comments, or cursing…

Most of the ones calling you trash in comments dont have the guts to tell you that through mic. It has been like that in most games Ive played (Battlefields and CoD’s)

The good thing about it is that you can just mute if there is one troll/flamer.

Muting would be nice. You know, I’ve performed badly during a match and while most people were raging at me, one single person whispered me and gave me a lot of helpful advices. These strangers quickly become friends because they know some people aren’t as quick to adapt during a match, but can learn how to do so, just need time and a little patience.

Attempts at ele specs:
Shaman
Conjurer

Leap from outter all to inner wall in Garri?

in WvW

Posted by: Valento.9852

Valento.9852

Nerf inc! /15charrsonabicycle

Attempts at ele specs:
Shaman
Conjurer

2017-Hopes and Speculations [Long Post]

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I would add one more thing:

More ways to farm

There’re only few ways to good farming- HoT maps. Auric Basin is a good way to farm, but we will see a nerf. I don’t know how this nerf will look like, but if it "will makethe economy better " (whatever it means), I am just waiting for this.

But this has really bad site, because players are really accustomed to this farm and that’s the way to farm for many months and suddenly this farm has to disappear.

I am just scared by this nerf and I really don’t know what ANet prepares, but that doesn’t look good.

I would see new way to farm, maybe Mystic Coins farm and T6 mats farm.

The problem with this is that there are already dozens of ways to “farm” in this game. People just flock to ABML because its by far the most profitable per time spent. When its nerfed, another farm will inherently have a higher profitability per hour and people will flock there. I don’t think its possible to ever perfectly balance all areas of the game, but simply bringing ABML down and closer to the rest of the game will be healthy

Long live the flock!!

Attempts at ele specs:
Shaman
Conjurer

Voice Function for SPVP

in PvP

Posted by: Valento.9852

Valento.9852

I’m new to pvp and so far I’ve read more harsh comments than tips on how to improve. Not sure how it would be to hear such harsh comments, or cursing…

Attempts at ele specs:
Shaman
Conjurer

Anyway to get Chaos of Lyssa recipe?

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

What baffles me is that the crafting already requires a lot of matts and gold.

Attempts at ele specs:
Shaman
Conjurer

Can Winters Presence work with outfits please

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

They should just revamp the entire cosmetic thing and turn them into infusions, and also use the opportunity to create a cosmetic aura wardrobe. :T

Attempts at ele specs:
Shaman
Conjurer

Guilds need more to do

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I agree with both of you. Guild halls are great, but they don’t offer active play. You have scribing, decorations, and all those systems inside the guild halll, and that’s about it for guild progress: displayable items. I’m not saying they are bad, actually they are absolutely awesome, but the acquisition could come from active play, mixed with a little personal reward (guild missions are good at that).

The Guild Hall is a vast creature they could polish a bit more to offer more stuff in there. I remember when some dev said mordrem would attack and try to reclaim the guild hall, but that idea seems to have been scrapped. Well, they could create a system that does have a Mordrem attack weekly, or Guild battles (finally?). Or a multi-step guild battle with both things.

Attempts at ele specs:
Shaman
Conjurer

[IDEA] Legendary Weapon(s)

in Guild Wars 2: Heart of Thorns

Posted by: Valento.9852

Valento.9852

Largos Spear! :O

Attempts at ele specs:
Shaman
Conjurer

[NA][OCX][Raids]Bran's Mistake[XI]

in Looking for...

Posted by: Valento.9852

Valento.9852

Random bump~ runs away

Attempts at ele specs:
Shaman
Conjurer

I love GW2.....

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I wish they had more than 1 JP per map, and it didn’t have to be extremely difficult… just silly, maybe long, and fun to play. I love Sharkmaw Caverns, it’s ellusive.

There are four jumping puzzles in Caledon Forest, three in Lion’s Arch and three in Diessa Plateau. Two in Southsun. Of course some maps don’t have one at all, but there isn’t just one per map.

I meant the new ones.

Attempts at ele specs:
Shaman
Conjurer

I love GW2.....

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I wish they had more than 1 JP per map, and it didn’t have to be extremely difficult… just silly, maybe long, and fun to play. I love Sharkmaw Caverns, it’s ellusive.

Attempts at ele specs:
Shaman
Conjurer

Silly question about balance/skills

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Per title: why don’t the devs ever change a skill functionally? Like, really, redesigning it? We’ve seen a couple of redesigned skills, but there are some skills which are plain terrible like ele fire scepter auto-attack, and will never make into a decent build, and yet there it is. Is this something really that difficult to balance or they just don’t want to have people readapt to the new mechanically changed skill?

Attempts at ele specs:
Shaman
Conjurer

Is this a new trend?

in Living World

Posted by: Valento.9852

Valento.9852

On a second thought, Danikat is right. Do any of veterans remember what happened to Scarlet? Of course the story-telling was just crawling and it was not an example of a perfect story, but we acted so harshly towards every patch (flame and frost, aetherblade, toxic alliance, etc) because we wanted answers right off the bat. If they had given us the answers, Scarlet wouldn’t look so memorable like she rightfully is now. We unveiled the puppermaster and the timing was very nice. Scarlet arc was belittled because of the way it was conveyed in-game, but the way things weren’t revealed so soon is what made the story so great, and then we stepped into her madness. Everything just flowed quite good story-wise, and I hope they don’t throw answers too easily at us, it would reduce the drama/mystery to ashes.

Attempts at ele specs:
Shaman
Conjurer

Adding a Guild wars 2 Codex into the game

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I suggested a bestiary collection long time ago for the sakes of fun, it would require a bit of modification here and there but shouldn’t be too hard… unless they added complex collection layouts like Luminescent Armor.

Attempts at ele specs:
Shaman
Conjurer

Invisible Shoes! What the?!

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

The scarcity is working as intended.

Attempts at ele specs:
Shaman
Conjurer

New Legendary staff?

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Creating new legendaries require a loooot of planning, and testing, from the concept all the way up to the finished product. There are items to be created, ways to obtain these items, not to count descriptions, icons, and localization for everything. It’s very time-consuming and I don’t anticipate one batch of legendaries per expansion, because these aren’t the selling point for xpacs.

Attempts at ele specs:
Shaman
Conjurer

end point for character proportions?

in API Development

Posted by: Valento.9852

Valento.9852

And by extent, the character model render so we can have WoW-like armory inspired websites.

I briefly looked at the time it would take to implement and shed a thousand tears.

Maybe next year ;____;

The character proportions (and face/hair selections) are something I can easily knock together though. I don’t know why I didn’t link it originally, but here’s the tracking issue for that bit.

Yay! It’s quite useful to mimic more precisely on a person’s specific changes. Guess some GW2 style websites will be profoundly grateful.

About the render: one can dream!

Attempts at ele specs:
Shaman
Conjurer

What is the current API for event timers?

in API Development

Posted by: Valento.9852

Valento.9852

I think the Mumble Link data has a unique id in the “shard” field which could theoretically be used — that’d be more accurate than /ip (which is not necessarily unique).

But anyway, the event state bits probably aren’t ever coming back :<

No problem! Thanks for being transparent and awesome!

Attempts at ele specs:
Shaman
Conjurer

end point for character proportions?

in API Development

Posted by: Valento.9852

Valento.9852

Giga BUMP! Sir Lawton, anything on this? And by extent, the character model render so we can have WoW-like armory inspired websites.

Attempts at ele specs:
Shaman
Conjurer

What is the current API for event timers?

in API Development

Posted by: Valento.9852

Valento.9852

Other than the world bosses which are on a set schedule, there hasn’t been a way to get the event statuses from the API since megaservers were launched (since there’s no way to tell which instance you’re on, and they all have separate state).

You might be able to find the specific app you’re taking about in the list on the wiki or in the Overwolf catalog.

Lawton, we can find what overflow we’re on by typing /ip. If that IP could be used for something… not sure if you’d like to go through such effort, but yeah, there’s a way to find the overflow which is accessible to players. Sorry if it has nothing to do with megaservers, just thought I’d mention it.

Attempts at ele specs:
Shaman
Conjurer

Chat log

in API Development

Posted by: Valento.9852

Valento.9852

I’m sorry it’s more complicated, but I still have hope.

Attempts at ele specs:
Shaman
Conjurer

Server DC /Crashing 11/15/2016 -11/17/2016

in Account & Technical Support

Posted by: Valento.9852

Valento.9852

Just got home from work and the game is unplayable. I can’t even login…

Attempts at ele specs:
Shaman
Conjurer

New fractal (Nightmare fractal)

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

I am so thrilled me and my bf will be able to live this instance from LS1. He wasn’t there when it first launched!

Attempts at ele specs:
Shaman
Conjurer

Lore-wise, what would surprise you the most?

in Lore

Posted by: Valento.9852

Valento.9852

As per title: Cantha and Elona aside (too broad of an expectation), what would surprise you the most? I myself would love Wizard’s Tower as something explorable, be it an instance, open world or through a raid. What about you guys, what would surprise you the most?

Attempts at ele specs:
Shaman
Conjurer

Major stuttering in SW

in Account & Technical Support

Posted by: Valento.9852

Valento.9852

I’ve upgraded my computer to a GTX 960 and 16GB RAM, coupled with a 4th gen i5 and an SSD. After traveling a certain portion of the Silverwastes my game suddenly stutters for a brief moment (1.5sec?) and then resume normal performance. My screen also shows “waves” coming down as if it was a monitor problem, but in other maps it just doesn’t happen. My LOD is forever on Low so that’s not the issue. Is there something wrong with this map? Is it processing the jumping puzzle on the background even though we are not there? The game flows perfectly fine in Bloodstone Fen and Ember Bay, even HoT maps do fine.

My bf – who has a GTX 1060 6GB – also has stronger issues with this map in the same sense. Is it just a matter of monitor quality or the map is just plain bad implemented? It doesn’t happen anywhere else.

Attempts at ele specs:
Shaman
Conjurer

The Silverwastes Purple Infusion

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

You guys have a really solid point: turning off aura effects from items. But it goes a little out of scope, as this is a topic to suggest a new aura. Anyways, I still hope they consider this item and that option, it will benefit many people. I too think a stack of auras is ugly as hell, but I occasionally like what they do with some cosmetic effects in the game.

Attempts at ele specs:
Shaman
Conjurer

[Suggestion] Highlight Map Reward Bonus

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Hi!

I’d like to suggest a small improvement to the game regarding map reward bonuses. For Central Tyria it’s perhaps easier to see when you received an item from Map Reward Bonus, but the same isn’t true for lvl80 or, specially, HoT maps going forward. This is even more noticeable when the Reward Bonus rotation includes a certain map currency (such as Unbound Magic, or Geodes).

My suggestion is that, when you score the points needed for a certain tier of Map Reward Bonus the text and border around the item both get a little highlight so you see that you’ve struck the tier and received the item. This is specially useful to keep track of Reward Bonus progression and to separate normal loot from Bonus loot.

I’ve attached a small example in a map that this happens constantly and I never know where the Unbound Magic is coming from.

Thanks for reading!

Attachments:

Attempts at ele specs:
Shaman
Conjurer

Next Elite Specializations - Introductions

in Guild Wars 2: Heart of Thorns

Posted by: Valento.9852

Valento.9852

I would absolutely love this. This is a point I questioned them the most. It feels too much shallow in the way they did… a lot of MMOs out there present new sub-classes way better.

Attempts at ele specs:
Shaman
Conjurer

The Silverwastes Purple Infusion

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Could we have an option to disable (other players’) infusion visual effects instead?

You realize this effect is akin to the Halloween effects? And that’s it’s just a different hue placed on your character rather than a full animated effect? It is so very minimal…

Attempts at ele specs:
Shaman
Conjurer

The Silverwastes Purple Infusion

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Could we get an infusion that applies the same effect as the buff during Champion Mordrem Mangler?

Attachments:

Attempts at ele specs:
Shaman
Conjurer

Really Bright Areas [Merged]

in Bugs: Game, Forum, Website

Posted by: Valento.9852

Valento.9852

This lighting bug is so weird.

Attempts at ele specs:
Shaman
Conjurer

Shatterstone Wasn't Buffed

in Elementalist

Posted by: Valento.9852

Valento.9852

WTB Shatertstone auto-attack.

Attempts at ele specs:
Shaman
Conjurer

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Things which should go to Material Storage IMO:

  • Blade Shards – because yes
  • Any Doubloon – because it’s where these belong, Sun Beads are there, why can’t doubloons?
  • Petrified Wood / Blood Rubies – because these have a chance to be craftable items, if they’re never used then just discard… material storage are for materials, not a currency (which these are)
  • Reclaimed Metal Plate / Chak Eggs – because these are becoming widely used for crafting, and as such they’re fit to material storage
  • Tenebrous / Shimmering Crystals – just wanted to say I disagree with these, they enter player inventory on a slow rate so…
  • Amalgamated Gemstones – gosh forgot about these, they’re already so part of the economy and crafting system; it should’ve been part of material storage since day #1.

These are the ones I remember from the top of my head.

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Right, here are the traits (there’s a mix of “must-use” with freedom, as you’d hopefully expect from the balance team). The idea is to provide a base synergy with adept, a handful of choices with master, and hopefully impactful choices with grandmaster. I think some are undertuned or out of place, but this is as far as I could come up with at this time. I’m mostly comfortable with adept and master, though.

Traits

  • Adept
    • Minor
      • Concentration: Each spell you cast fill Concentration Orbs, by either dealing damage to opponents or buffing allies. You may then expend these orbs to conjure elementals, with improved rank per orb consumed, and enable elemental spells to be used.
    • Major
      • Elemental Defense: Applies fury to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Ferocity.
        • Fury: 2s
        • Elemental Fury: 6s
        • Ferocity Adjust: +150
      • Elemental Haste: Applies might to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Condition Damage.
        • Might: 12s, 2 stacks
        • Elemental Might: 12s, 6 stacks
        • Condition Damage Adjust: +150
      • Elemental Shield: Applies protection to yourself and your elemental upon conjuring them. Increases the conjured elemental’s Toughness.
        • Protection: 2s
        • Elemental Protection: 6s
        • Toughness Adjust: +150
  • Master
    • Minor
      • Health Drain: When struck below the health threshold, the conjured elemental drains their target’s health with the next three attacks.
        • Health Threshold: 75%
        • Health Drain(10s, 3stacks): Drains the target’s health with your next attack.
        • Health Drained: 0.25*HP
    • Major
      • Zephyr’s Atmosphere: Domes last longer when cast, and apply quickness to you and your allies.
        • Quickness (Initial): 3s
        • Duration Increase: 2s
        • Maximum Allied Targets: 5
        • Recharge: 15s
      • Nature Affinity: Elemental auto-attacks cause a condition based on their element. Reduce energy cost on elemental skills.
        • (Fire) Burning: 4s, 2 stacks
        • (Water) Chilled: 2s
        • (Air) Weakness: 4s
        • (Earth) Bleeding: 6s, 2 stacks
        • Energy Cost Reduced: 20%
      • Ancient Books: Casting Book Skills reduces current recharge for all elemental skills.
        • Recharged Reduced: 20%
        • Recharge: 20s
  • Grandmaster
    • Minor
      • Elemental Warping: When struck below the health threshold, the conjured elemental is warped to the conjurer’s location.
        • Health Threshold: 25%
        • Recharge: 20s
    • Major
      • Hardened Core: Swapping attunements no longer reduces the elemental lifespan, but depletes their health instead. The elemental gains regeneration upon swapping attunements.
        • Regeneration: 3s
        • Health Lost: 15%
      • Malicious Spells: Increases condition duration while you’re wielding a focus on mainhand. Apply Fire Aura to you and nearby allies whenever you’re struck below the health threshod.
        • Condition Duration Increase: 20%
        • Health Threshold: 75%
        • Fire Aura: 4s
        • Maximum Allied Targets: 5
        • Radius: 360
        • Recharge: 30s
      • Elemental Prism: Whenever your elemental is struck below the health threshold they gain light aura and resistance.
        • Resistance: 10s
        • Light Aura: 10s
        • Health Threshold: 50%
        • Recharge: 30s
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

Tenebrous weapons stealth visual glitch

in Bugs: Game, Forum, Website

Posted by: Valento.9852

Valento.9852

It’s still relevant to mention it, though. They ocasionally fix these stealth-related bugs.

Attempts at ele specs:
Shaman
Conjurer

Guild Buffs Removed (again)

in Bugs: Game, Forum, Website

Posted by: Valento.9852

Valento.9852

Same problem here.

Attempts at ele specs:
Shaman
Conjurer

Mad King’s Labyrinth update

in Guild Wars 2 Discussion

Posted by: Valento.9852

Valento.9852

Now people can spam their 1 skill all day! Anet’s plan to make everyone zombies for Halloween, literally.

Much better than empty Lab maps with upset players. I for one am happy to become a mindless zombie along my hord of undead friends. <3

Attempts at ele specs:
Shaman
Conjurer

Ele Meta has been curbed

in Elementalist

Posted by: Valento.9852

Valento.9852

It should never have been fixed. An army of elementalists is supposed to burn everything to ash.

You. I like you. I like you a lot!

Attempts at ele specs:
Shaman
Conjurer

Gold to join a group: Is this OK?

in Guild Wars 2: Heart of Thorns

Posted by: Valento.9852

Valento.9852

They’d have to hire a full team to monitor these posts if such behavior wasn’t allowed. So yeah, it is totally legal; people can charge for party spots as long as no harmful language is used and the person offering isn’t against the other stablished rules.

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Sorry I didn’t read the full novel, but there are some neat ideas from what I read. Honestly though, a spec is defined by the trait line because of the interactions between traits, skills, and mechanics. I like the idea of dancing in and out of elementals as well as attunements. There could be some neat play there. What I think might be an improvement is to enable a self-destruct skill for the elemental with a significant impact. That would allow some sort of burst effect as well as starting the cooldown early for summoning another. I also doubt ANet will implement off-hand weapons as mainhand. Looks like a lot of work went into this though, and that’s the fun! I come up with specs myself while commuting to pass the time. There’s a lot of potential in the GW2 combat system that I hope they capitalize on!

Hey!

The focus was chosen to be mainhand to highlight the low damage nature of the spec. That being said, it is desirable that a low damage weapon with more utility was chosen as to support the elementals (that’s where books come from), but I can see any weapon doing that.

About the traits: alright, I’ll try to dig some fun on the skills and come up with interesting traits!

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Well, I didn’t go throught everything.

The idea itself is pretty good, I like it, however, I’d say one thing : melee pet is a bad idea. Our wide experience with ranger allows us to say that your pets won’t properly hit their target 90% of the time.

Also, traits have a greater impact on any elite spec than the weapon, You did a great job imagining all those skills but in the end either the weapon is something that specifically support the mechanism (staff on druid and it seem that it’s also the case for your conjurer) or it’s a filler weapon that’s here to support the idea of the spec without any impact on the spec itself (all other E-spec). In the end the weapon are not really important or a least they are a lot less important than the traits.

Heya!

I agree traits have a big of an impact but I decided not to write them because it’s easy to go from underpowered to cheesy and overpowered (and people would scream as if I were a dev lol). I could imagine a thousand ideas related to specific procs, for example, I imagined a trait (with 3sec ICD) that applies a 4sec burning (2 stacks) to target and nearby foes whenever fire elemental critically hits and maximum 3 targets. The same idea would follow for other elementals, too bad trait trees have only 3 options.

I imagined these elementals on a more serious tone, having their looks very close to GW1 elemental djinns, but somewhat a bit more creepy as if they were made from the Nature itself and as such they wouldn’t all be pleasant to the eyes, however a somewhat “cool creepy” look.

Regarding melee elementals (fire and earth), I agree with you. However, the problem is deep within “pet AI”, and this spec considers that problem would be fixed by then (hopefully). The flag system and the independent shadowstep mechanics would be in place to bring a very solid control to the conjurer.

I might end up writing traits and posting them here, but I did have a hard time “balancing” coefficients to make focus a low-to-medium damage weapon, coupled with interesting mechanics so there is a desire to use them, AND the Books which amplify the elementals’ powers, so the player hopefully would prefer focus on mainhand instead of other weapons.

Thanks for the feedback!

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

The images attached is a poorly-made attempt at UI:

  • State 1: Empty orbs (5 maximum) and inactive “Summon Air Elemental” skill.
  • State 2: At least three lit orbs and active “Summon Air Elemental” skill; activating it will change the UI.
  • State 3: There are three things here:
    • Elemental icon with their energy bar (fixed upkeep +2).
    • Flag option that’s used to… flag the elemental! It has a 10sec-cooldown to prevent rapid transitions.
    • Three special skills which expend the elemental’s energy and also has a recharge for balancing (decision-making) purposes; it’s literally like the revenant’s resource management.
    • Elemental lifespan buff; it will last for up to 1min. depending on expended orbs and will read something like: An Air Elemental is active. Swapping attunements will reduce its lifespan by 10 seconds.

Attachments:

Attempts at ele specs:
Shaman
Conjurer

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Dome skills
Dome skills are exclusive to this spec and have their effectiveness increased based on a summoned elemental rank to create domes on caster’s location. It should be noted that in rank 1 the effect will be minimal, and immediate.

Dome of Life
Dome. Summons a life dome that heals allies within the area, lasting for as long as the elemental rank and pulsing at a set interval. Additionally heals and applies regeneration to allies with each pulse.

  • Healing: 0.4*HP
  • Healing(Applied): 0.3*HP
  • Regeneration(Applied): 4s
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 5
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 25s

Dome of Sun
Dome. Summons a fire dome around the caster that applies might to allies within the area, lasting for as long as the Fire Elemental rank and pulsing at a set interval. Additionally applies might and cleanses chilled from allies with each pulse.

  • Might: 10s, 1 stack
  • Migh(Applied): 10s, 2 stacks
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Removes Chilled
  • Maximum Allied Targets: 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 30s

Dome of Cold
Dome. Summons a cold dome that shields allies within the area with a frost aura, lasting for as long as the Water Elemental rank and pulsing at a set interval. Additionally chill nearby enemies with each pulse.

  • Frost Aura: 4s
  • Chilled(Applied): 1.25s
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 5
  • Maximum Targets: 5
  • Radius: 280
  • Activation: 0.5s
  • Recharge: 25s

Dome of Thunder
Dome. Summons a thunder dome that grants superspeed to allies within the area, lasting for as long as the Air Elemental rank and pulsing at a set interval. Additionally applies swiftness and an electric charge to allies with each pulse.

  • Superspeed: 2s
  • Swiftness(Applied): 1.25s
  • Electric Charge (4s): Casts a lightning disc at your foe on the next hit.
  • Duration per rank: 1.25s
  • Interval: 1.25s
  • Maximum Allied Targets: 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 40s

Dome of Sandstorm
Dome. Summons a sandstorm dome that cures weakness and blindness from allies within the area, lasting for as long as the Earth Elemental rank and pulsing at a set interval. Additionally grants grants evasion to allies with each pulse.

  • Removes Weakness
  • Removes Blindness
  • Evasion(Applied): 2s
  • Duration per rank: 2s
  • Interval: 2s
  • Maximum Allied Targets: 5
  • Maximum Allied Targets(Sandstorm): 3
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 40s

Dome of Fury (Elite)
Dome. Summons an arcane dome that applies fury to allies within the area, lasting for as long as the elemental rank and pulsing at a set interval. Additionally grants Ferocity to allies with each pulse, launching foes caught within the dome on last pulse.

  • Fury: 3s
  • Ferocity Adjust: +200
  • Duration per rank: 2s
  • Interval: 2s
  • Launch: 500
  • Maximum Targets: 5
  • Maximum Allied Targets: 5
  • Radius: 240
  • Activation: 0.5s
  • Recharge: 60s

Late traits list.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Focus skills (Mainhand)

For the weapon the conjurer will be using a focus with low access to damage. Their 3rd is from the type Elemental Book and it synergizes specially well with elementals. The goal is to follow the standard idea behind elements, and provides a little more tools to the bleeding condition.

Fire
Skill 1 – Drop of Lava
Drops a lava orb on target foe, burning them.

  • Damage: 0.15*P
  • Burning: 3s, 1 stack
  • Activation: 1.25s
  • Range: 900

Skill 2 – Warm Breeze
Ignites a warm breeze around the caster, dealing damage to nearby foes and reducing the duration of damage-dealing conditions.

  • Damage: 0.2*P
  • Duration Decreased: 20%
  • Maximum Targets: 3
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Skill 3 – Book of Fire
Elemental Book. Summons a Book of Fire on target location, dealing damage to foes. Empower an elemental if they’re within that location, causing their next 3 attacks to burn.

  • Damage: 0.3*P
  • Elemental Burning: 6s, 1 stack
  • Range: 900
  • Radius: 180
  • Activation: 1s
  • Recharge: 35s

Water
Skill 1 – Ice Stalactite
Drops an ice stalactite on target foe, damaging and bleeding them.

  • Damage: 0.1*P
  • Bleeding: 6s, 1 stack
  • Range: 900
  • Activation: 1.25s

Skill 2 – Bubble
Heals yourself and inflates a movable healing bubble that pops after a few seconds, healing allies and applying protection to them.

  • Self-Heal: 0.34*HP
  • Ally Heal: 0.25*HP
  • Protection: 1s
  • Bubble Delay: 3s
  • Activation: 1s
  • Radius: 200
  • Recharge: 25s

Skill 3 – Book of Water
Elemental Book. Summons a Book of Water at the caster’s location, dealing damage to nearby foes. Empower an elemental if they’re within range, causing their next 3 attacks to chill.

  • Damage: 0.2*P
  • Elemental Chill: 1.5s
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Air
Skill 1 – Lightning
Casts down a lightning bolt on target foe, weakening them.

  • Damage: 0.18*P
  • Weakness: 3s
  • Range: 900
  • Activation: 1.25s

Skill 2 – Static Pull
Electrifies your weapon, pulling the enemy to you and stunning them.

  • Damage: 0.15*P
  • Stun: 2s
  • Pull: 300
  • Range: 1,000
  • Activation: 0.5s
  • Recharge: 25s

Skill 3 – Book of Air
Elemental Book. Summons a Book of Air at the caster’s location, dealing damage to foes. Empower an elemental if they’re within range, causing their next 3 attacks to deal critical damage and apply vulnerability.

  • Damage: 0.5*P
  • Elemental Vulnerability: 10s, 2 stacks
  • Radius: 180
  • Activation: 1s
  • Recharge: 25s

Earth
Skill 1 – Moon Stone
Casts a moon-shaped stone in an arc, dealing damage and confusing your target.

  • Damage: 0.18*P
  • Confusion: 4s, 1 stack
  • Range: 900
  • Activation: 1s

Skill 2 – Enchantment of Gravestone
Conjures a magical gravestone at target foe’s location that shatters, dealing damage and applying bleeding per damage-dealing condition on nearby foes.

  • Damage: 0.2*P
  • Bleeding per condition: 8s, 1 stack
  • Maximum Targets: 3
  • Range: 1,000
  • Activation: 1s
  • Recharge: 30s

Skill 3 – Book of Earth
Elemental Book. Summons a Book of Earth on target location, dealing damage to foes. Empower an elemental if they’re within that location, causing their next 3 attacks to bleed.

  • Damage: 0.2*P
  • Elemental Bleeding: 6s, 1 stack
  • Range: 900
  • Radius: 180
  • Activation: 1.25s
  • Recharge: 30s

PS: There are intended references from Avatar: The Last Airbender in each 3rd weapon skill, as well as reference from Pokémon somewhere.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

To close the specialisation mechanics, I’d like to say that it is intended that the elementals live up for a cool amount of time for “display it” sakes so people can enjoy their looks and animations. It is expected a balance between their skills and their durations so that they are able to exist in the world for a reasonable time before disappearing. People like to tame a certain creature and have it assist them in battle, that is why it’s preferred to nerf auto-attacks, and 1-2 skills, the third one is intended to be strong, however given their effects all 1-2-3 skills can be shifted to accomodate “power level”. The cooldown to conjure an elemental is 20 seconds because there is extra effort to fill up Concentration Orbs; these should be enough to create a barrier to manifest an elemental and justify their durations.

PS: There is an intended reference from Crystal Desert in Earth Elemental’s 3rd skill.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Elemental skills (under player control)
Fire Elemental
Skill 1 – Flaming Slash
Whirls and cuts nearby enemies with a flaming slash, burning them.

  • Damage: 0.3*P
  • Burning: 5s, 1 stack
  • Combo Finisher: Whirl
  • Radius: 240
  • Activation: 0.25s
  • Recharge: 15s
  • Energy Cost: 25

Skill 2 – Feast on Fire
Consumes burning condition from nearby allies, gaining might for each condition, then spread might to allies.

  • Might per ally: 13s, 1 stack
  • Might spread: 13s, 3 stacks
  • Maximum Allied Targets: 5
  • Radius: 280
  • Activation: 1s
  • Recharge: 24s
  • Energy Cost: 45

Skill 3 – Meteor
Become a fiery meteor that lands on target area, dealing a high amount of damage and knocking down foes.

  • Damage: 0.6*P
  • Knockdown: 3s
  • Evade: 1.5s
  • Maximum Targets: 5
  • Range: 1,000
  • Radius: 280
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 50

Water Elemental
Skill 1 – Sub-zero Shield
Casts a magical frozen shield at target area, enveloping allies with Frost Aura and Fire Aura, and granting them regeneration.

  • Frost Aura: 5.5s
  • Fire Shield: 5.5s
  • Regeneration: 4s
  • Maximum Allied Targets: 3
  • Range: 1,000
  • Radius: 180
  • Activation: 0.5s
  • Recharge: 18s
  • Energy Cost: 20

Skill 2 – Frigid Winter
Summons a winter aura at your target that moves with them, dealing damage and chilling nearby foes.

  • Damage: 0.21*P
  • Chilled: 1.5s
  • Duration: 6s
  • Interval: 1s
  • Range: 900
  • Radius: 180
  • Activation: 2s
  • Recharge: 20s
  • Energy Cost: 25

Skill 3 – Maelstrom
Casts a cold maelstrom at target location that pulses, dazing foes and healing allies. Upon ending cures one condition from each ally.

  • Healing: 0.3*P
  • Daze: 1s
  • Conditions Removed: 1
  • Duration: 6s
  • Combo Field: Ice
  • Maximum Targets: 5
  • Maximum Allied Targets: 3
  • Range: 900
  • Radius: 280
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 52

Air Elemental
Skill 1 – Speed of Light
Shadowsteps to target enermy and stun them, then evasively attacks nearby foes for critical damage and retreat.

  • Damage: 0.3*P
  • Stun: 1.5s
  • Number of Hits: 6
  • Evade: 1.5s
  • Range: 900
  • Channeled: 1.5s
  • Recharge: 22s
  • Energy Cost: 35

Skill 2 – Clarity
Shields the elemental and pulses strong blindness around itself, then launches all nearby foes in a burst of light.

  • Blindness: 5s
  • Launch: 200
  • Pulses: 3
  • Maximum Targets: 5
  • Radius: 240
  • Channeled: 3.5s
  • Recharge: 16
  • Energy Cost: 25

Skill 3 – Energized Whips
Gains shocking aura and stability. Shadowsteps to target foe, whiping them repeatedly and causing vulnerability with each hit, then retreat.

  • Damage(x5): 0.28*P (per hit)
  • Final Damage: 0.55*P
  • Stability: 8s, 1 stack
  • Shocking Aura: 5s
  • Vulnerability per hit: 9s, 1 stack
  • Range: 1,000
  • Channeled: 3s
  • Recharge: 20s
  • Energy Cost: 50

Earth Elemental
Skill 1 – Magnetic Punch
Hits target and nearby foes with a strong magnetic punch, applying Magnetic Aura to nearby allies.

  • Damage: 0.3*P
  • Magnetic Aura: 4s
  • Maximum Targets: 5
  • Maximum Allied Targets: 3
  • Range: 120
  • Activation: 0.25s
  • Recharge: 16s
  • Energy Cost: 15

Skill 2 – Spike Ground
Erupts a spiky rock with explodes after a short delay and applies bleeding to enemies. The scattered fragments form up a floor of spikes that continually applies bleeding.

  • Explosion Damage: 0.3*P
  • Explosion Bleeding: 18s, 3 stacks
  • Bleeding: 18s, 2 stacks
  • Ground Duration: 8s
  • Interval: 1s
  • Radius: 280
  • Activation: 0.5s
  • Recharge: 28s
  • Energy Cost: 35

Skill 3 – Crystal Shards
Summons an obsidian crystal that shields the elemental from 4 attacks. If the shield duration expires nearby allies gain resistance, if it breaks after taking hits it will break into small floating shards which will alternate applying bleeding and burning to nearby foes for a short duration.

  • Bleeding: 10s, 2 stacks
  • Burning: 6s, 1 stack
  • Resistance: 6s
  • Attacks Blocked: 4
  • Shield Duration: 8s
  • Crystal Shards Duration: 5s
  • Crystal Shards Interval: 0.75s
  • Activation: 2s
  • Recharge: 28s
  • Energy Cost: 60
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

The skills are as follows:
Automatic skills
Skill 1

  • Fire Elemental
    • Fire Punch: Unleash a fiery punch at enemies, gaining protection for each foe struck.
      • Damage: 0.25*P
      • Protection per foe: 0.25s
      • Maximum Targets: 5
      • Range: 100
      • Activation: 0.5s
      • Recharge: 3.5s
  • Water Elemental
    • Light Snowflakes: Fire an icy ball at your foe, pouring light snowflakes around them which heal nearby allies for a small amount and grant swiftness.
      • Damage: 0.01*P
      • Healing: 0.2*HP
      • Swiftness: 1.25s
      • Maximum Allied Targets: 5
      • Range: 1,200
      • Radius: 180
      • Activation: 2s
      • Recharge: 4.25s
  • Air Elemental
    • Electric Web: Throws an electric web at your target, dealing damage and applying blindness to them and nearby foes.
      • Damage: 0.2*P
      • Blindness: 6s
      • Maximum Targets: 3
      • Range: 900
      • Radius: 240
      • Activation: 0.5s
      • Recharge: 4s
  • Earth Elemental
    • Sharp Stones: Throws sharp stones at foes, damaging them and applying bleeding.
    • Damage: 0.15*P
    • Bleeding: 10s, 1 stack
    • Maximum Targets: 5
    • Range: 100
    • Activation: 0.25s
    • Recharge: 3s

Skill 2 (Shadowstep)

  • Fire Elemental
    • Chase: Shadowsteps to your foe and burn them.
      • Damage: 0.2*P
      • Burning: 1.25s, 1 stack
      • Recharge: 15s
  • Water Elemental
    • Fall back: Shadowsteps away from your foe and chill them.
      • Damage: 0.2*P
      • Chilled: 1.25s
      • Recharge: 15s
  • Air Elemental
    • Fall back: Shadowsteps away from your foe, weakening them.
      • Damage: 0.2*P
      • Weakness: 4s
      • Recharge: 15s
  • Earth Elemental
    • Chase: Shadowsteps to your foe, bleeding them.
      • Damage: 0.2*P
      • Bleeding: 4s, 1 stack
      • Recharge: 15s
Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

[Concept] Elite Specialisation - The Conjurer

in Elementalist

Posted by: Valento.9852

Valento.9852

Hey guys, another concept I came up with for a few days now, I refrained from creating traits as I’m not good with them… Hope you guys like it!

General idea: The conjurer is my vision for a solid, decent specialisation which focuses on supporting elementals and creating fun and interesting magic with them. The main goal is to shift power from the elementalist to their elementals, and while this would mean focusing on IA, there are shadowstepping skills that take place centered on the conjurer, as well as a flagging system, so they feel more control over their elementals. The main goal mechanic-wise is to hinder the opponent through control, conditions, and spikes of burning/bleeding at a significant cost.

Warning: All skill coefficients are subject to change and are not intended to promote powercreep or unbalanced gameplay. These numbers are intended to be used as parameters for skills’ effectivenesses and should be tweaked to properly reflect GW2 combat system, so please take them with a [Vial of Salt].

Most AoE weapon skills are limited to three, while most elemental AoE skills are standard 5 targets.

Introduction

“I stand along my creation.”

Conjurers are elementalists who specialize in manifesting their power by creating magic elementals; this power is drawn from within, from concentration, and as such they choose not to directly damage their foes, but support their elementals with hindering and offensive spells.

Specialisation Mechanic

Conjurers — as the name implies — can manifest elementals specialized in a specific element. In order to do so, conjurers will have to fill up 3-5 Concentration Orbs by either damaging foes or applying boons to allies. Dealing damage fills 1/3 of each orb, and applying boons fills 1/2. The elemental’s damage/support abilities don’t change directly based on “lit” orbs, but at stages 4-5 their duration increases and they may gain benefic boons based on traits. Swapping attunements reset the lit orbs to zero as a way not to clutter the UI and maintain more predictable results in gameplay.

Once conjured, the elementals will last for as long as the lit orbs allow: 3 orbs (base) equals 30 seconds, increasing by 15 seconds for each additional orb. This means the elemental could live up to 1 minute, starting their invocation cooldown as the elemental dies. Summoning an elemental requires the aforementioned orbs, and a 20-second cooldown.

Orbs will disappear after summoning an elemental but the number of orbs consumed to summon it will be used to define an elemental’s rank as follows:

  • 3 Orbs (base): Rank 1
  • 4 Orbs: Rank 2
  • 5 Orbs (Max.): Rank 3

Rank can be used to various mechanics as well as the new utility skill type.

It is possible to freely move between attunements while a certain elemental is up, but this will have the penalty of decreasing their duration by 10 seconds everytime you swap to a different attunement than the attunement related to that elemental. For example, the Air Elemental lasts for 60 seconds, if you move to fire it decreases current duration by 10 seconds; if you move back to air it won’t cause a penalty but if you move to different attunements, each one will decrease current duration by 10 seconds, further decreasing its lifespan. This is intended to alleviate the lockdown existent in Tempest mechanics, but still favor a specific element.

Further mechanics and behavior

Elementals also have an energy bar akin to revenant’s, and the upkeep is fixed to +2. Elementals have an auto-attack depending on their element and they will retreat depending on their nature (element), for example, Water Elementals will keep distance to heal and buff, while Earth Elemental will try to keep melee and deal massive condition damage. To support the proximity behavior all elementals will have a Shadowstep as second skill with a 15-second cooldown and will try and use them sparingly to achieve their intended behaviors (hopefully this is just a little chunk of code to program).

You can slightly change elementals’ behaviors with the flagging option. It has a 10s-cooldown and slightly modifies their movement: all elementals will stick to such position but will have a 200 radius freedom to move, and can freely cast ranged spells. This is something close to GW1’s flagging system and may help other minions’ control in the future, there is so much this can be expanded upon.

Attempts at ele specs:
Shaman
Conjurer

(edited by Valento.9852)

10/18/16 Ele skill changes

in Elementalist

Posted by: Valento.9852

Valento.9852

The Glyph of Elemental Power and Signet of Fire are… interesting.

Attempts at ele specs:
Shaman
Conjurer